---
title: Environment
sourcecode: src/core/Environment.tsx
---

[![](https://img.shields.io/badge/-storybook-%23ff69b4)](https://drei.pmnd.rs/?path=/story/staging-environment--environment-story)
[![](https://img.shields.io/badge/-suspense-brightgreen)](https://r3f.docs.pmnd.rs/api/hooks#useloader)

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Sets up a global cubemap, which affects the default `scene.environment`, and optionally `scene.background`, unless a custom scene has been passed. A selection of [presets](src/helpers/environment-assets.ts) from [HDRI Haven](https://hdrihaven.com/) are available for convenience.

```jsx
<Environment
  background={false} // can be true, false or "only" (which only sets the background) (default: false)
  backgroundBlurriness={0} // optional blur factor between 0 and 1 (default: 0, only works with three 0.146 and up)
  backgroundIntensity={1} // optional intensity factor (default: 1, only works with three 0.163 and up)
  backgroundRotation={[0, Math.PI / 2, 0]} // optional rotation (default: 0, only works with three 0.163 and up)
  environmentIntensity={1} // optional intensity factor (default: 1, only works with three 0.163 and up)
  environmentRotation={[0, Math.PI / 2, 0]} // optional rotation (default: 0, only works with three 0.163 and up)
  files={['px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png']}
  path="/"
  preset={null}
  scene={undefined} // adds the ability to pass a custom THREE.Scene, can also be a ref
  encoding={undefined} // adds the ability to pass a custom THREE.TextureEncoding (default: THREE.sRGBEncoding for an array of files and THREE.LinearEncoding for a single texture)
/>
```

The simplest way to use it is to provide a preset (linking towards common HDRI Haven assets hosted on github). 👉 Note: `preset` property is not meant to be used in production environments and may fail as it relies on CDNs.

Current presets are

- apartment: 'lebombo_1k.hdr'
- city: 'potsdamer_platz_1k.hdr'
- dawn: 'kiara_1_dawn_1k.hdr'
- forest: 'forest_slope_1k.hdr'
- lobby: 'st_fagans_interior_1k.hdr'
- night: 'dikhololo_night_1k.hdr'
- park: 'rooitou_park_1k.hdr'
- studio: 'studio_small_03_1k.hdr'
- sunset: 'venice_sunset_1k.hdr'
- warehouse: 'empty_warehouse_01_1k.hdr'

```jsx
<Environment preset="city" />
```

Otherwise use the files property. It will use RGBELoader for _.hdr, EXRLoader for _.exr, HDRJPGLoader for [gainmap](https://github.com/MONOGRID/gainmap-js) _.jpg, GainMapLoader for gainmap _.webp, CubeTextureLoader for an array of images. Of all these, gainmap has the smallest footprint.

```jsx
<Environment files="file.hdr" />
<Environment files="file.exr" />
<Environment files="file.jpg" />
<Environment files={['file.webp', 'file-gainmap.webp', 'file.json']} />
<Environment files={['px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png']} />
```

You can also use [@pmndrs/assets](https://github.com/pmndrs/assets) to easily self host common assets. Always use dynamic imports to avoid making this part of your main bundle.

```jsx
import { suspend } from 'suspend-react'
const city = import('@pmndrs/assets/hdri/city.exr').then((module) => module.default)

<Environment files={suspend(city)} />
```

If you already have a cube texture you can pass it directly:

```jsx
<CubeCamera>{(texture) => <Environment map={texture} />}</CubeCamera>
```

If you provide children you can even render a custom environment. It will render the contents into an off-buffer and film a single frame with a cube camera (whose props you can configure: near=1, far=1000, resolution=256).

```jsx
<Environment background near={1} far={1000} resolution={256}>
  <mesh scale={100}>
    <sphereGeometry args={[1, 64, 64]} />
    <meshBasicMaterial map={texture} side={THREE.BackSide} />
  </mesh>
</Environment>
```

You can even mix a generic HDRI environment into a custom one with either the `preset` or the `files` prop.

```jsx
return (
  <Environment background near={1} far={1000} resolution={256} preset="warehouse">
    <mesh />
```

Declarative environment content can also animate with the `frames` prop, the envmap can be live. Give it a low resolution and this will happen at little cost

```jsx
return (
  <Environment frames={Infinity} resolution={256}>
    <Float>
      <mesh />
    </Float>
```

Environment can also be ground projected, that is, put your model on the "ground" within the environment map.

```jsx
<Environment ground />
```

You can provide optional options to configure this projecion.

```jsx
<Environment
  ground={{
    height: 15, // Height of the camera that was used to create the env map (Default: 15)
    radius: 60, // Radius of the world. (Default 60)
    scale: 1000, // Scale of the backside projected sphere that holds the env texture (Default: 1000)
  }}
/>
```
